Posted May 24, 2025 by jordi16m
🎣⚓ ALL FISHERMEN ABOARD — ONE LAST TIME!!! ⚓🎣
As the sun begins to set on this long and winding voyage, we find ourselves at the final dock of our development journey. This devlog marks the end of the line for our little fishing adventure — a project born from the waters of imagination, carried by the tides of teamwork, and completed as part of our course’s final (and really only) assignment.
This last stretch was all about polish. With the finish line in sight, we threw ourselves into refining every last detail — updating textures, giving our scenes a proper lighting pass (yes, another one, one can never fully achieve perfect lighting conditions... we did tho! Trust! Frfr! No cap!), and finally giving our power-up the texture it deserves (no more invisible fishing-magic!). The ending screen has also been dressed for the occasion, and we made sure to toss in a few more small features and bug fixes to help the experience feel just a bit more immersive and complete.
But more than anything, this final log is about gratitude. To everyone who’s followed our devlogs, offered feedback, or simply cheered us on from the shoreline — thank you. Your support helped keep our sails high and our spirits afloat, and we truly hope you enjoy the little world we've built.
With that, our nets are full, our boat is docked, and the sea is calm. It’s been one wild ride — and now, it’s time to cast our lines one final time and see what we’ve hauled in.
As we reeled in the final days of development, art and programming lines started to blur and so, for this last log, we’re tossing those categories overboard and talking about the final sprint as one unified fishing crew.
Just like the rest of our polish sprint, this week was all about casting a finer net over what we already had in the game. We buffed up existing assets, tightened the mechanics, and added a few shiny lures to make the whole experience feel just right. One big catch this week was finally getting our foliage to actually show up in the game—no more fishing in imaginary greenery. Now our environments feel lush, lively, and o-fish-ally immersive. Shaders got some extra TLC to make the colors pop like a freshly hooked bass. Our power-up, once just a concept floundering around, now has proper functionality and textures. And that golden crown? Yep, it now gleams proudly above the head of the top angler in the match. Glory never looked so golden.
For our final week, we also introduced some rumble to our game when a player falls into the water. We also fully polished our starting screen and ending screen to inform the player via which buttons they can interact with the menu. We also made sure that our players, when in the game loop, are correctly informed of when they have entered the interaction zone, and how they can interact.
And with all of that, it’s finally come together—our little fishing game with big ambition. It's got the look, the feel, and the hook we were aiming for since the beginning.
So what now? Well, dear fisherfolk, we are so very glad you asked. The time has come to DOWNLOAD OUR MAGNUM OPUS-COD AND PLAY IT AT NAUSEAM!!! We're joking, of course... mostly. You should still download and play our game, it slaps harder than a mackerel out of water, trust, we cod not be prouder of how far this project has come.
Before we cast off for good, we want to say a sincere thank you to everyone who’s followed along on this journey. Whether you're a teacher reading this because you were forced at hook-point to, a fellow student curious about our work, or a complete stranger who stumbled into this devlog like a lost guppy, we see you—and we appreciate you.
From the bottom of our hearts: thank you. For real. This game has been an incredible learning experience. We’re swimming away from it with more knowledge, more skills, and maybe even a little more wisdom than when we first dipped our toes in.
So without further ado, we present to you:
🐟 Reel or Nothing 🎮
Go ahead—take the bait. We hope you enjoy every minute of it.
Tight lines,
🎣 The Reel Team 🎣